Skill(s) : 3D art, hard surface modeling
Experience: Making 3D models for some time, still learning though.
TimeZone: UTC+2
Joined previous jams: Yes 1.
Portfolio website: Will send you some renders or models upon request.
Cairo555
Creator of
Recent community posts
Thank you for your feedback!
Neither do I :) I think it should be like this..
The team as a whole is not a beginner (one person that I know has prior (little) experience), myself and, I think the people that did the sound/music are also new to these jams, but could be wrong there :)
Somewhere someone messed up maybe :P
Thank you for your feedback, it's absolutely true, that the theme is missing out on, in this game. We wanted to implemented more dialog, but just could not find the time to set this up. I think the spawn area for enemy's is now just the whole map, but maybe we could have blocked certain zones with a "blocker", so they could not spawn there.. Good idea, thanks.
The original idea, would involve more consequences for your choices, if you keep making bad decisions, and keep killing little fluffy sheep and bunny rabbits, you would become an evil individual. And would end up, playing as the end boss (the tree).
Thank you for your feedback, you are right. Especially the tree boss, I had no idea how to kill it. I saw no hit indication, and no health bar. So after shooting it a couple of times, I thought that I needed to do something else, in order to kill it.
Definitely something that we will change in the future!
Thank you for your feedback.
You are totally right, we did not have enough time left, to finish the storry telling. That's something we have to do differently next time, planning :P
TBH, at first I did not even understand it myself when play testing. How to shoot faster. I could not kill the enemy's if I would not hold the button. Maybe, it would even be more fun, if we had made it, to charge the gun to a burst shot, when you hold the mouse :)
Thank you for your feedback, On the player, at least 4 animation were missing, because I did not have enough time to make them.
We were missing, idle, holding gun, dying and hitindicator. Next time we will get them. :)
I'm a bit disapointed, that we did not spend more time on the actual story telling, the whole idea was, that you have a dream. And in that dream, you constantly have to make two choices, one is good and the other is bad. After a couple of levels, you would have the final level, based on the previous choices you would have made. If you choose more "good" levels, then you would fight the BAD boss like in every other game, if you choose bad levels, more then the good, you would end up playing the last level, as the boss it self, killing the player in one blow :D
so it would be a reverse roll. We did not have time to finish that.. To bad. We still had a lot of fun and learned a lot of new stuff :)
